Files
OpenRA/OpenRA.Mods.RA/Effects/Bullet.cs
2013-08-01 20:18:41 +12:00

199 lines
5.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
public class BulletInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly string Trail = null;
[Desc("Pixels at maximum range")]
public readonly float Inaccuracy = 0;
public readonly string Image = null;
[Desc("Check for whether an actor with Wall: trait blocks fire")]
public readonly bool High = false;
public readonly int RangeLimit = 0;
public readonly int Arm = 0;
public readonly bool Shadow = false;
public readonly bool Proximity = false;
public readonly float Angle = 0;
public readonly int TrailInterval = 2;
public readonly int ContrailLength = 0;
public readonly Color ContrailColor = Color.White;
public readonly bool ContrailUsePlayerColor = false;
public readonly int ContrailDelay = 1;
public IEffect Create(ProjectileArgs args) { return new Bullet( this, args ); }
}
public class Bullet : IEffect
{
readonly BulletInfo Info;
readonly ProjectileArgs Args;
PPos src, dest;
int srcAltitude, destAltitude;
int t = 0;
Animation anim;
const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
ContrailRenderable Trail;
public Bullet(BulletInfo info, ProjectileArgs args)
{
Info = info;
Args = args;
src = PPos.FromWPos(args.source);
srcAltitude = args.source.Z * Game.CellSize / 1024;
dest = PPos.FromWPos(args.passiveTarget);
destAltitude = args.passiveTarget.Z * Game.CellSize / 1024;
if (info.Inaccuracy > 0)
{
var factor = ((dest - src).ToCVec().Length) / args.weapon.Range;
dest += (PVecInt) (info.Inaccuracy * factor * args.sourceActor.World.SharedRandom.Gauss2D(2)).ToInt2();
Log.Write("debug", "Bullet with Inaccuracy; factor: #{0}; Projectile dest: {1}", factor, dest);
}
if (Info.Image != null)
{
anim = new Animation(Info.Image, GetEffectiveFacing);
anim.PlayRepeating("idle");
}
if (Info.ContrailLength > 0)
{
var color = Info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.sourceActor) : Info.ContrailColor;
Trail = new ContrailRenderable(args.sourceActor.World, color, Info.ContrailLength, Info.ContrailDelay, 0);
}
}
int TotalTime() { return (dest - src).Length * BaseBulletSpeed / Info.Speed; }
float GetAltitude()
{
var at = (float)t / TotalTime();
return (dest - src).Length * Info.Angle * 4 * at * (1 - at);
}
int GetEffectiveFacing()
{
var at = (float)t / TotalTime();
var attitude = Info.Angle * (1 - 2 * at);
var rawFacing = Traits.Util.GetFacing(dest - src, 0);
var u = (rawFacing % 128) / 128f;
var scale = 512 * u * (1 - u);
return (int)(rawFacing < 128
? rawFacing - scale * attitude
: rawFacing + scale * attitude);
}
int ticksToNextSmoke;
public void Tick( World world )
{
t += 40;
if (anim != null) anim.Tick();
if (t > TotalTime()) Explode( world );
{
var at = (float)t / TotalTime();
var altitude = float2.Lerp(srcAltitude, destAltitude, at);
var pos = float2.Lerp(src.ToFloat2(), dest.ToFloat2(), at) - new float2(0, altitude);
var highPos = (Info.High || Info.Angle > 0)
? (pos - new float2(0, GetAltitude()))
: pos;
if (Info.Trail != null && --ticksToNextSmoke < 0)
{
world.AddFrameEndTask(w => w.Add(
new Smoke(w, ((PPos)highPos.ToInt2()).ToWPos(0), Info.Trail)));
ticksToNextSmoke = Info.TrailInterval;
}
if (Info.ContrailLength > 0)
{
var alt = (Info.High || Info.Angle > 0) ? GetAltitude() : 0;
Trail.Update(new PPos((int)pos.X, (int)pos.Y).ToWPos((int)alt));
}
}
if (!Info.High) // check for hitting a wall
{
var at = (float)t / TotalTime();
var pos = float2.Lerp(src.ToFloat2(), dest.ToFloat2(), at);
var cell = ((PPos) pos.ToInt2()).ToCPos();
if (world.ActorMap.GetUnitsAt(cell).Any(
a => a.HasTrait<IBlocksBullets>()))
{
dest = (PPos) pos.ToInt2();
Explode(world);
}
}
}
const float height = .1f;
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (Info.ContrailLength > 0)
yield return Trail;
if (anim != null)
{
var at = (float)t / TotalTime();
var altitude = float2.Lerp(srcAltitude, destAltitude, at);
var pos = float2.Lerp(src.ToFloat2(), dest.ToFloat2(), at) - new float2(0, altitude);
var cell = ((PPos)pos.ToInt2()).ToCPos();
if (!Args.sourceActor.World.FogObscures(cell))
{
if (Info.High || Info.Angle > 0)
{
if (Info.Shadow)
yield return new SpriteRenderable(anim.Image, pos, wr.Palette("shadow"), (int)pos.Y);
var highPos = pos - new float2(0, GetAltitude());
yield return new SpriteRenderable(anim.Image, highPos, wr.Palette("effect"), (int)pos.Y);
}
else
yield return new SpriteRenderable(anim.Image, pos,
wr.Palette(Args.weapon.Underwater ? "shadow" : "effect"), (int)pos.Y);
}
}
}
void Explode( World world )
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoImpacts(dest.ToWPos(destAltitude), Args.sourceActor, Args.weapon, Args.firepowerModifier);
}
}
}